
#include "ELRole.h"

ELRole::ELRole()
{
	Release();
}

ELRole::~ELRole()
{
	Release();
}

void ELRole::Release()
{
	m_RoleMeshPartHandles.RemoveAll();
}

void ELRole::Ini()
{
	Release();
}

void ELRole::AddMeshToPart( IN enRoleMeshPart enRolePart, IN MESH_HANDLE hMeshHandle )
{
	m_RoleMeshPartHandles.AddContents( enRolePart, &hMeshHandle );
	AddMeshHandles( hMeshHandle );
}

void ELRole::Del()
{
	delete this;
}

void ELRole::SetMoveSpeed( IN float MoveSpeed )
{
	ELObject::SetMoveSpeed( MoveSpeed );
}

void ELRole::SetTurnSpeed( IN float TurnSpeed )
{
	ELObject::SetTurnSpeed( TurnSpeed );
}

void ELRole::Walk( IN float fDis )
{
	ELObject::Walk( fDis );
}

void ELRole::Strafe( IN float fDis )
{
	ELObject::Strafe( fDis );
}

void ELRole::Fly( IN float fDis )
{
	ELObject::Fly( fDis );
}

void ELRole::XTurn( IN float fRad )
{
	ELObject::XTurn( fRad );
}

void ELRole::YTurn( IN float fRad )
{
	ELObject::YTurn( fRad );
}

void ELRole::ZTurn( IN float fRad )
{
	ELObject::ZTurn( fRad );
}

void ELRole::GetBaseWorldMatrix( OUT D3DXMATRIX *V )
{
	ELObject::GetBaseWorldMatrix( V );
}

bool ELRole::WorldChangeMatrix( )
{
	return ELObject::WorldChangeMatrix( );
}

void ELRole::SetBaseWorldMatrix( IN D3DXMATRIX *V )
{
	ELObject::SetBaseWorldMatrix( V );
}

void ELRole::UpdateWorldMatrix()
{
	ELObject::UpdateWorldMatrix();
}
_LOGIC_API_	EIRole* CreateRole()
{
	return (new ELRole);
}

